Friday, June 24, 2016

Upper Dungeons Level Three Wandering Monsters

Roll
for random encounters using 1d6 once every three turns. On a 1, there
is an encounter. Double the odds if the group is making a lot of
noise or in similar situations. Several of the encounters (marked
with an asterisk *) below will be with a finite number of monsters.
If these monsters are eliminated, ignore and reroll to find a
different encounter.

These
orcs are on a raiding/scouting/hunting party. They are looking for
food and easy kills but are open to negotiation when confronted by a
strong-appearing group. If the Bent Blade Orc lair is attacked these
orcs may be recalled as reinforcements.

Each
bugbear has 2d20 of each of the following coins: gold crescents,
silver spanners, and copper pieces. They wear green and purple
striped clothing and caps. Each will have 1d2 of the following:
spear, battle axe, footman's mace, morning star, bastard sword, or
military fork.

Each
has a long sword, a throwing axe, 2d4 gold crescents, 2d8 silver
spanners, and 2d12 copper pieces. They wear green and purple striped
clothing and caps. They are looking to fight to prove their mettle.
15% chance they will have 1d4 captive goblins they are bringing back
to the bugbear lair for conditioning.

The
runts are out looking for valuable items to steal to impress the
mature bugbears. They are likely to flee if facing an obviously
superior force. They prefer hit and run tactics, ambushes, and
annoying intruders. Each has a small shank, club, or makeshift
weapon that does 1d3 damage.

These
goblins are fleeing the level due to the bugbear menace. There is a
40% chance they are being pursued by 1d6+2 bugbear jacks, as 08-12
above. These goblins will have 0-5 (1d6-1) silver spanners and 0-11
(1d12-1) copper pieces each.

A
very favorable reaction roll will have believing the party are high
ranking officials. A very poor reaction roll will have them assuming
the party are escaped prisoners. There is a 10% chance they have
captured 1d4 of the following and are escorting them to be locked
away in one of the cell blocks.

1d10

Prisoners

1

Bent
Blade Orcs

2

Bugbear
Jacks

3

Gralkin

4

Hatchet-faced
Goblins

5

Heretical
Worm Cultists

6

Hobgoblins

7

Horrid
Hand Orcs

8

Orthodox
Worm Cultists

9

Twilight
Dwarves

10

DM's
choice, could be any humanoid, human, demi-human

Prisoners
will have been relieved of their weapons and cash and beaten down to
1d4 hit points.

Troocs has 102
gold cylinders (each worth 1 gold crescent). Sooames and each
cultist has 5 to 14 (1d10+4) gold cylinders. The cultists wear gray
robes and each harbors a gray wormspawn, augmenting their strength
and constitution to 18. Each time a cultist is brought to 0 hit
points, a gray wormspawn will emerge from their body 1d3 rounds
later.

Each
orc carries a broad sword, a dagger, a normal shield, 2-7 (1d6+1)
gold crescents, 2-16 (2d8) silver spanners, and 2-24 (2d12) copper
pieces. The Horrid Hand's shields are marked with a gray open hand
with a red mouth in the palm. Their skin is an unhealthy mottled
gray and black. The average warrior has a strength of 16 and
unusually high base morale (80%).

Clencher
is armed and armored as above but has 11 gold crescents, 21 silver
spanners, and 17 copper pieces.

All
of these men wear chain mail armor and have received the Kiss of the
Worm God. Each of the fighters carries between 7 and 12 (1d6+6)
small gold cylinders, each equivalent in value to a gold crescent.
Jengun has 50 cylinders and Borogome has 54. Borogome also carries a
thin piece of iron for the hold
person spell and a small
silver holy symbol of the worm god on a chain around his neck. This
appears to be worth 10 gold crescents, but it is cursed. If placed
around the neck, it causes blindness in 1d4 rounds unless a saving
throw vs poison is made.